Maya transition guide

Basic differences between user interface concepts, terms, and hotkeys in Maya and Houdini.

Welcome

Maya™ to Houdini 9 transition guide

Welcome to Houdini! This guide shows a few basic translations between Maya™ and Houdini to help Maya users get up to speed more quickly.

We hope that Maya users will use this guide as starting point, and then explore Houdini’s unique node-based procedural workflow and all the benefits it has that don’t have equivalents in Maya.

Concepts

Maya(tm)Houdini
Attribute editorParameter editor (top right pane)
HypergraphNetwork editor (bottom right pane)
Shape nodes, modeling commands, inputsSurface nodes
Construction historySurface node network
Tool options boxOperation controls toolbar, Parameter editor
ManipulatorHandle
Edit > Parent/Unparent

Connect object nodes together, or use Parent tool on the Modify shelf tab.

Houdini treats objects and components slightly differently than Maya™.

In Maya, every piece of geometry you create is an object, and you combine objects using modeling commands to create new objects. An object’s construction history lets you access the nodes that contributed to the object.

In Houdini, the Geometry Container objects represents animate-able models, alongside other object types such as lights, cameras, and bones. Geometry container objects have a network of surface nodes inside that define the object’s geometry.

In Houdini, you often alternate between creating, combining, parenting, and animating objects at the Scene level, and modeling using surface nodes inside Geometry container objects (the Geometry level).

More information

Viewing

FunctionMaya(tm)Houdini
Tumble Alt + Space +
Track Alt + Space +
Dolly

Alt + +

Space +

Box zoom Ctrl + Alt + Space + Ctrl +
Default view A Space + H
Show all ⇧ Shift + A Space + A
Show selected F Space + G
FunctionMayaHoudini
Toggle wireframe 4 5 W
Viewport optionsHotbox or panel menusFloating menus in top-right corner of viewports.
Min/max viewTap Space

Space + B Viewport

Ctrl + B - Pane

Shaded + wireframe

Shading > Shading Options

Shading icon menu on viewer toolbar > /

Viewport layoutQuick layout toolbarLayout icon menu on viewer toolbar

Selection

FunctionMaya(tm)Houdini
Select tool Q S
Select by nameOutliner / in network
Select ancestor PgUp
Select descendant PgDn
Toggle object/component F8 F8
Select points F9 2
Select edges F10 3
Select faces F11 4
FunctionMayaHoudini
Convert selectionSelect > Convert selectionChange component select mode
Align manipulator axesTool settings dialogRight click the manipulator (handle)
Paint selectionPaint selection toolRight-click Select tool > Brush Picking.
Loop edge selectionSelect > Select Edge Loop toolSelect the first edge then press L
Grow selectionSelect > Grow selection regionAlternate between selecting points 2 and faces 4 .

Editing

FunctionMaya(tm)Houdini
Create objectsCreate menu

Create shelf tab

Choose the geometry type after creating the object.

Template objectDisplay > Object Display > TemplateTemplate flag on object node
Edit polygonsEdit mesh menuPolygons shelf tab
Undo Z Ctrl + Z
Redo ⇧ Shift + Z Ctrl + Y
Repeat last command G Q

See also reselecting geometry.

FunctionMayaHoudini
Move W T
Rotate E R
Scale R E
Node-specific manipulator T Enter
Soft transformProportional Modification tool Move tool Soft radius option

Animation

FunctionMaya(tm)Houdini
Set key S K
Move object pivot Ins Ins
Auto-keyStatus line button Auto-key button on playbar
Play animation Alt + V
Next frame Alt + .
Previous frame Alt + ,
Choose channels to keyChannel boxScoping

Maya users may want to turn off the auto-commit option.

FunctionHoudini
Graph editor

Windows > Channel editor, click in top left corner. See channel graph.

Dopesheet

Windows > Channel editor, click in top left corner. See dopesheet.

Drag handles in the channel editor with , not .

Rendering

FunctionMaya(tm)Houdini
Link lights and shadowsLink editorLink editor pane type
MaterialsHypershadeMaterial palette (tabbed with network editor)
Render sceneStatus bar button in toolbox
Render with settingsRender globalsCreate a render node and render through it.
MayaHoudini
FCheckMplay
PlayblastFlipbook

Moving data

Houdini imports and exports Filmbox (FBX) format, allowing seamless transition of entire Maya scenes into Houdini.

If you only need to transfer geometry between Maya and Houdini, Houdini’s File surface node and Geometry render node can read and write common geometry formats such as OBJ.

See more information on FBX, the File surface node, and the Geometry render node.